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/cvs/deliantra/server/server/player.C
Revision: 1.99
Committed: Thu Jan 18 19:42:10 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.98: +3 -3 lines
Log Message:
just experimenting

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 playervec players;
38
39 void
40 display_motd (const object *op)
41 {
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66 }
67
68 void
69 send_rules (const object *op)
70 {
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101 }
102
103 void
104 send_news (const object *op)
105 {
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151 }
152
153 /* This loads the first map an puts the player on it. */
154 static void
155 set_first_map (object *op)
156 {
157 op->contr->maplevel = first_map_path;
158 op->x = -1;
159 op->y = -1;
160 }
161
162 void
163 player::enter_map ()
164 {
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173 }
174
175 void
176 player::activate ()
177 {
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188 }
189
190 void
191 player::deactivate ()
192 {
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207 }
208
209 // connect the player with a specific client
210 // also changed, rationalises, and fixes some incorrect settings
211 void
212 player::connect (client *ns)
213 {
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307 }
308
309 // the need for this function can be explained
310 // by load_object not returning the object
311 void
312 player::set_object (object *op)
313 {
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324 }
325
326 player::player ()
327 {
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345 }
346
347 void
348 player::do_destroy ()
349 {
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359 }
360
361 player::~player ()
362 {
363 /* Clear item stack */
364 free (stack_items);
365 }
366
367 /* Tries to add player on the connection passed in ns.
368 * All we can really get in this is some settings like host and display
369 * mode.
370 */
371 player *
372 player::create ()
373 {
374 player *pl = new player;
375
376 pl->set_object (arch_to_object (get_player_archetype (0)));
377 set_first_map (pl->ob);
378
379 return pl;
380 }
381
382 /*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387 archetype *
388 get_player_archetype (archetype *at)
389 {
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408 }
409
410 object *
411 get_nearest_player (object *mon)
412 {
413 object *op = NULL;
414 objectlink *ol;
415 unsigned lastdist;
416 rv_vector rv;
417
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue;
449
450 if (lastdist > rv.distance)
451 {
452 op = ol->ob;
453 lastdist = rv.distance;
454 }
455 }
456
457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
465 #if 0
466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
467 #endif
468 return op;
469 }
470
471 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
472 * result in a monster paths backtracking. It basically determines how large a
473 * detour a monster will take from the direction path when looking
474 * for a path to the player. The values are in the amount of direction
475 * the deviation is
476 */
477 #define DETOUR_AMOUNT 2
478
479 /* This is used to prevent infinite loops. Consider a case where the
480 * player is in a chamber (with gate closed), and monsters are outside.
481 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
482 * find a path into the chamber. This is a good thing, but since there
483 * is no real path, it will just keep circling the chamber for
484 * ever (this could be a nice effect for monsters, but not for the function
485 * to get stuck in. I think for the monsters, if max is reached and
486 * we return the first direction the creature could move would result in the
487 * circling behaviour. Unfortunately, this function is also used to determined
488 * if the creature should cast a spell, so returning a direction in that case
489 * is probably not a good thing.
490 */
491 #define MAX_SPACES 50
492
493 /*
494 * Returns the direction to the player, if valid. Returns 0 otherwise.
495 * modified to verify there is a path to the player. Does this by stepping towards
496 * player and if path is blocked then see if blockage is close enough to player that
497 * direction to player is changed (ie zig or zag). Continue zig zag until either
498 * reach player or path is blocked. Thus, will only return true if there is a free
499 * path to player. Though path may not be a straight line. Note that it will find
500 * player hiding along a corridor at right angles to the corridor with the monster.
501 *
502 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
503 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
504 * down corriders.
505 * 2) I think the old code was broken if the first direction the monster
506 * should move was blocked - the code would store the first direction without
507 * verifying that the player can actually move in that direction. The new
508 * code does not store anything in firstdir until we have verified that the
509 * monster can in fact move one space in that direction.
510 * 3) I'm not sure how good this code will be for moving multipart monsters,
511 * since only simple checks to blocked are being called, which could mean the monster
512 * is blocking itself.
513 */
514 int
515 path_to_player (object *mon, object *pl, unsigned mindiff)
516 {
517 rv_vector rv;
518 sint16 x, y;
519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
520 maptile *m, *lastmap;
521
522 get_rangevector (mon, pl, &rv, 0);
523
524 if (rv.distance < mindiff)
525 return 0;
526
527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
543
544 mflags = get_map_flags (m, &m, x, y, &x, &y);
545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643 }
644
645 void
646 give_initial_items (object *pl, treasurelist * items)
647 {
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
686 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737 }
738
739 void
740 get_party_password (object *op, partylist *party)
741 {
742 if (party == NULL)
743 {
744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
745 return;
746 }
747
748 op->contr->write_buf[0] = '\0';
749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
750 op->contr->party_to_join = party;
751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
752 }
753
754 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755 static int
756 roll_stat (void)
757 {
758 int a[4], i, j, k;
759
760 for (i = 0; i < 4; i++)
761 a[i] = (int) rndm (6) + 1;
762
763 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k)
765 k = a[i], j = i;
766
767 for (i = 0, k = 0; i < 4; i++)
768 if (i != j)
769 k += a[i];
770
771 return k;
772 }
773
774 void
775 object::roll_stats ()
776 {
777 int statsort [7];
778
779 for (;;)
780 {
781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
789 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>());
791
792 stats.Str = statsort[0];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799
800 stats.exp = 0;
801 stats.ac = 0;
802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
813 contr->orig_stats = stats;
814 }
815 }
816
817 void
818 object::swap_stats (int a, int b)
819 {
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823
824 stats.Str = contr->orig_stats.Str;
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852 }
853
854 static void
855 start_info (object *op)
856 {
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863 }
864
865 /* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE,
869 * not the class.
870 */
871 int
872 key_change_class (object *op, char key)
873 {
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying);
882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
887 INVOKE_PLAYER (BIRTH, op->contr);
888 INVOKE_PLAYER (LOGIN, op->contr);
889
890 op->contr->ns->state = ST_PLAYING;
891
892 if (op->msg)
893 op->msg = NULL;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
899 make_path_to_file (buf);
900
901 start_info (op);
902 CLEAR_FLAG (op, FLAG_WIZ);
903 give_initial_items (op, op->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op);
906 op->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
912 {
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x;
920 EXIT_Y (tmp) = op->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928
929 return 0;
930 }
931
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 tmp_loop = 0;
937 while (!tmp_loop)
938 {
939 shstr name = op->name;
940 int x = op->x, y = op->y;
941
942 op->remove_statbonus ();
943 op->remove ();
944 op->arch = get_player_archetype (op->arch);
945 op->arch->clone.copy_to (op);
946 op->instantiate ();
947 op->stats = op->contr->orig_stats;
948 op->name = op->name_pl = name;
949 op->x = x;
950 op->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0);
953 assign (op->contr->title, op->arch->clone.name);
954 op->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 }
957
958 update_object (op, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op);
960 op->update_stats ();
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970 }
971
972 void
973 flee_player (object *op)
974 {
975 int dir, diff;
976 rv_vector rv;
977
978 if (op->stats.hp < 0)
979 {
980 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 if (op->enemy == NULL)
986 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED);
989 return;
990 }
991
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return;
1008 }
1009
1010 get_rangevector (op, op->enemy, &rv, 0);
1011
1012 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++)
1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1018 return;
1019 }
1020
1021 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL;
1024 }
1025
1026
1027 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1028 * IT returns 1 if the player should keep on moving, 0 if he should
1029 * stop.
1030 */
1031 int
1032 check_pick (object *op)
1033 {
1034 object *tmp, *next;
1035 int stop = 0;
1036 int j, k, wvratio;
1037 char putstring[128], tmpstr[16];
1038
1039 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING)
1041 return 1;
1042
1043 next = op->below;
1044
1045 /* loop while there are items on the floor that are not marked as
1046 * destroyed */
1047 while (next && !next->destroyed ())
1048 {
1049 tmp = next;
1050 next = tmp->below;
1051
1052 if (op->destroyed ())
1053 return 0;
1054
1055 if (!can_pick (op, tmp))
1056 continue;
1057
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 {
1060 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp);
1062 continue;
1063 }
1064
1065 /* high not bit set? We're using the old autopickup model */
1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1068 switch (op->contr->mode)
1069 {
1070 case 0:
1071 return 1; /* don't pick up */
1072 case 1:
1073 pick_up (op, tmp);
1074 return 1;
1075 case 2:
1076 pick_up (op, tmp);
1077 return 0;
1078 case 3:
1079 return 0; /* stop before pickup */
1080 case 4:
1081 pick_up (op, tmp);
1082 break;
1083 case 5:
1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1089 pick_up (op, tmp);
1090 break;
1091
1092 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp);
1095 break;
1096
1097 default:
1098 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1101 pick_up (op, tmp);
1102 }
1103 }
1104 else
1105 { /* old model */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG)
1108 {
1109 /* some debugging code to figure out item information */
1110 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1119
1120 /* philosophy:
1121 * It's easy to grab an item type from a pile, as long as it's
1122 * generic. This takes no game-time. For more detailed pickups
1123 * and selections, select-items should be used. This is a
1124 * grab-as-you-run type mode that's really useful for arrows for
1125 * example.
1126 * The drawback: right now it has no frontend, so you need to
1127 * stick the bits you want into a calculator in hex mode and then
1128 * convert to decimal and then 'pickup <#>
1129 */
1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue;
1156
1157 /* ignore known cursed objects */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1159 continue;
1160
1161 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD)
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 {
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229 }
1230
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 {
1316 if (tmp->type == WEAPON && tmp->name != NULL)
1317 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334 }
1335
1336 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343
1344 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */
1346 if (op->contr->mode & PU_RATIO)
1347 {
1348 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 {
1355 pick_up (op, tmp);
1356 #if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL)
1359 {
1360 fprintf (stderr, "%s", tmp->name);
1361 }
1362 else
1363 fprintf (stderr, "%s", tmp->arch->name);
1364 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366 #endif
1367 continue;
1368 }
1369 }
1370 } /* the new pickup model */
1371 }
1372
1373 return !stop;
1374 }
1375
1376 /*
1377 * Find an arrow in the inventory and after that
1378 * in the right type container (quiver). Pointer to the
1379 * found object is returned.
1380 */
1381 object *
1382 find_arrow (object *op, const char *type)
1383 {
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type)
1390 return op;
1391 return tmp;
1392 }
1393
1394 /*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */
1400
1401 object *
1402 find_better_arrow (object *op, object *target, const char *type, int *better)
1403 {
1404 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i;
1406
1407 if (!type)
1408 return NULL;
1409
1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1411 {
1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 {
1414 i = 0;
1415 ntmp = find_better_arrow (arrow, target, type, &i);
1416 if (i > betterby)
1417 {
1418 tmp = ntmp;
1419 betterby = i;
1420 }
1421 }
1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1424 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1426 {
1427 if (arrow->attacktype & AT_DEATH)
1428 {
1429 *better = 100;
1430 return arrow;
1431 }
1432 else
1433 {
1434 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1436 }
1437 }
1438 else
1439 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1442 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1448 }
1449 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 }
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 }
1460 }
1461 }
1462 }
1463 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type);
1465
1466 *better = betterby;
1467 return tmp;
1468 }
1469
1470 /* looks in a given direction, finds the first valid target, and calls
1471 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter
1473 * type = bow->race
1474 * dir = fire direction
1475 */
1476
1477 object *
1478 pick_arrow_target (object *op, const char *type, int dir)
1479 {
1480 object *tmp = NULL;
1481 maptile *m;
1482 int i, mflags, found, number;
1483 sint16 x, y;
1484
1485 if (op->map == NULL)
1486 return find_arrow (op, type);
1487
1488 /* do a dex check */
1489 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1491 return find_arrow (op, type);
1492
1493 m = op->map;
1494 x = op->x;
1495 y = op->y;
1496
1497 /* find the first target */
1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1500 x += freearr_x[dir];
1501 y += freearr_y[dir];
1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1505 tmp = NULL;
1506 break;
1507 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption.
1512 */
1513 tmp = NULL;
1514 break;
1515 }
1516 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break;
1526 }
1527 }
1528 if (tmp == NULL)
1529 return find_arrow (op, type);
1530
1531 if (tmp->head)
1532 tmp = tmp->head;
1533
1534 return find_better_arrow (op, tmp, type, &i);
1535 }
1536
1537 /*
1538 * Creature fires a bow - op can be monster or player. Returns
1539 * 1 if bow was actually fired, 0 otherwise.
1540 * op is the object firing the bow.
1541 * part is for multipart creatures - the part firing the bow.
1542 * dir is the direction of fire.
1543 * wc_mod is any special modifier to give (used in special player fire modes)
1544 * sx, sy are coordinates to fire arrow from - also used in some of the special
1545 * player fire modes.
1546 */
1547 int
1548 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549 {
1550 object *left, *bow;
1551 int bowspeed, mflags;
1552 maptile *m;
1553
1554 if (!dir)
1555 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0;
1558 }
1559
1560 if (op->type == PLAYER)
1561 bow = op->contr->ranges[range_bow];
1562 else
1563 {
1564 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons.
1567 */
1568 if (bow->type == BOW)
1569 break;
1570
1571 if (!bow)
1572 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0;
1575 }
1576 }
1577
1578 if (!bow->race || !bow->skill)
1579 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0;
1582 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592
1593 if (arrow == NULL)
1594 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1597 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1602 return 0;
1603 }
1604 }
1605
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 if (mflags & P_OUT_OF_MAP)
1608 return 0;
1609
1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1613 return 0;
1614 }
1615
1616 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0)
1618 {
1619 arrow->destroy ();
1620 return 0;
1621 }
1622
1623 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1);
1625 if (!arrow)
1626 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 return 0;
1629 }
1630
1631 arrow->set_owner (op);
1632 arrow->skill = bow->skill;
1633 arrow->direction = dir;
1634
1635 if (op->type == PLAYER)
1636 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1668 }
1669 else
1670 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level;
1673 }
1674
1675 if (arrow->attacktype == AT_PHYSICAL)
1676 arrow->attacktype |= bow->attacktype;
1677
1678 if (bow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1681 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op);
1686
1687 if (!arrow->destroyed ())
1688 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697
1698 return 1;
1699 }
1700
1701 /* Special fire code for players - this takes into
1702 * account the special fire modes players can have
1703 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player,
1706 * hence the function name.
1707 */
1708 int
1709 player_fire_bow (object *op, int dir)
1710 {
1711 int ret = 0, wcmod = 0;
1712
1713 if (op->contr->bowtype == bow_bestarrow)
1714 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1716 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 }
1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 }
1737 else
1738 {
1739 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 }
1742 return ret;
1743 }
1744
1745
1746 /* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable.
1748 */
1749 void
1750 fire_misc_object (object *op, int dir)
1751 {
1752 object *item;
1753
1754 if (!op->contr->ranges[range_misc])
1755 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return;
1758 }
1759
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv)
1762 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return;
1765 }
1766 if (item->type == WAND)
1767 {
1768 if (item->stats.food <= 0)
1769 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1772 return;
1773 }
1774 }
1775 else if (item->type == ROD || item->type == HORN)
1776 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1780 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1784 return;
1785 }
1786 }
1787
1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1791 if (item->type == WAND)
1792 {
1793 if (!(--item->stats.food))
1794 {
1795 object *tmp;
1796
1797 if (item->arch)
1798 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face;
1801 item->set_speed (0);
1802 }
1803
1804 if ((tmp = item->in_player ()))
1805 esrv_update_item (UPD_ANIM, tmp, item);
1806 }
1807 }
1808 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item);
1810 }
1811 }
1812
1813 /* Received a fire command for the player - go and do it.
1814 */
1815 void
1816 fire (object *op, int dir)
1817 {
1818 int spellcost = 0;
1819
1820 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op))
1822 make_visible (op);
1823
1824 switch (op->contr->shoottype)
1825 {
1826 case range_none:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir);
1831 return;
1832
1833 case range_magic: /* Casting spells */
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1835 return;
1836
1837 case range_misc:
1838 fire_misc_object (op, dir);
1839 return;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 }
1868 }
1869
1870
1871
1872 /* find_key
1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882
1883 object *
1884 find_key (object *pl, object *container, object *door)
1885 {
1886 object *tmp, *key;
1887
1888 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL)
1890 return NULL;
1891
1892 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1897 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys
1899 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break;
1902 }
1903 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find
1906 * a key, return
1907 */
1908 if (!tmp)
1909 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1917 }
1918 }
1919 if (!tmp)
1920 return NULL;
1921 }
1922 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it
1924 */
1925 if (pl != container)
1926 {
1927 /* Only let players use keys in containers */
1928 if (!pl->contr)
1929 return NULL;
1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active
1934 * containers can be used.
1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active.
1939 *
1940 * Change the color so that the message doesn't disappear with
1941 * all the others.
1942 */
1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL;
1950 }
1951 }
1952 return tmp;
1953 }
1954
1955 /* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more,
1958 * 0 otherwise
1959 */
1960 static int
1961 player_attack_door (object *op, object *door)
1962 {
1963 /* If its a door, try to find a use a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code.
1966 */
1967 object *key = find_key (op, op, door);
1968
1969 /* IF we found a key, do some extra work */
1970 if (key)
1971 {
1972 object *container = key->env;
1973
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op))
1976 make_visible (op);
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR)
1984 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1986 remove_door2 (door); /* remove door without violence ;-) */
1987 }
1988 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */
1994 }
1995 else if (door->type == LOCKED_DOOR)
1996 {
1997 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1999 return 1;
2000 }
2001 return 0;
2002 }
2003
2004 /* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons).
2009 */
2010 void
2011 move_player_attack (object *op, int dir)
2012 {
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground;
2016 maptile *m;
2017
2018 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y;
2020
2021 on_battleground = op_on_battleground (op, 0, 0);
2022
2023 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses.
2031 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095 #if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 #else
2100 && mon->owner == op
2101 #endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't
2119 * attack them either.
2120 */
2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 #ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2128 #else
2129 op->contr->peaceful &&
2130 #endif
2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2137 }
2138 else
2139 new_draw_info (0, 0, op, "You withhold your attack");
2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2145 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced.
2147 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2150 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op))
2152 make_visible (op);
2153 }
2154
2155 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen.
2160 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 {
2172 op->speed_left += op->speed / op->contr->weapon_sp;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176
2177 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192
2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197 }
2198
2199 int
2200 move_player (object *op, int dir)
2201 {
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2205 return 0;
2206
2207 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9))
2209 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0;
2212 }
2213
2214 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217
2218 op->facing = dir;
2219
2220 if (op->hide)
2221 do_hidden_move (op);
2222
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ;
2225 else if (op->contr->fire_on)
2226 fire (op, dir);
2227 else
2228 {
2229 move_player_attack (op, dir);
2230 pick = check_pick (op);
2231 }
2232
2233 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing.
2235 */
2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 op->direction = dir;
2238 else
2239 op->direction = 0;
2240
2241 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities
2243 * for players.
2244 */
2245 animate_object (op, op->facing);
2246 return 0;
2247 }
2248
2249 /* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands.
2253 *
2254 * Returns true if there are more actions we can do.
2255 */
2256 int
2257 handle_newcs_player (object *op)
2258 {
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2285 op->speed_left--;
2286 return 0;
2287 }
2288 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297
2298 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here.
2301 */
2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction);
2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0;
2323 }
2324
2325 int
2326 save_life (object *op)
2327 {
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339
2340 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2343 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp;
2345
2346 if (op->stats.food < 0)
2347 op->stats.food = 999;
2348
2349 op->update_stats ();
2350 return 1;
2351 }
2352
2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2355 enter_player_savebed (op); /* bring him home. */
2356 return 0;
2357 }
2358
2359 /* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search
2362 * from.
2363 */
2364 void
2365 remove_unpaid_objects (object *op, object *env)
2366 {
2367 object *next;
2368
2369 while (op)
2370 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385 }
2386
2387 /*
2388 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory.
2393 */
2394 char *
2395 gravestone_text (object *op)
2396 {
2397 static char buf2[MAX_BUF];
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400
2401 strcpy (buf2, " R.I.P.\n\n");
2402 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426
2427 return buf2;
2428 }
2429
2430 void
2431 do_some_living (object *op)
2432 {
2433 int last_food = op->stats.food;
2434 int gen_hp, gen_sp, gen_grace;
2435 int over_hp, over_sp, over_grace;
2436 int i;
2437 int rate_hp = 1200;
2438 int rate_sp = 2500;
2439 int rate_grace = 2000;
2440 const int max_hp = 1;
2441 const int max_sp = 1;
2442 const int max_grace = 1;
2443
2444 if (op->contr->outputs_sync)
2445 {
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2448 flush_output_element (op, &op->contr->outputs[i]);
2449 }
2450
2451 if (op->contr->ns->state == ST_PLAYING)
2452 {
2453 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0)
2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2457 else
2458 {
2459 gen_hp = op->stats.maxhp;
2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2461 }
2462
2463 if (op->contr->gen_sp >= 0)
2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2465 else
2466 {
2467 gen_sp = op->stats.maxsp;
2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2469 }
2470
2471 if (op->contr->gen_grace >= 0)
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else
2474 {
2475 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520
2521 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531 if (over_grace > 0)
2532 {
2533 op->stats.sp += over_grace
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535 op->last_grace = 0;
2536 }
2537 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 /* wearing stuff doesn't detract from grace generation. */
2547 }
2548
2549 /* Regenerate Hit Points */
2550 if (--op->last_heal < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2554 op->stats.hp++;
2555 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2557 {
2558 op->stats.food--;
2559 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584
2585 /* Digestion */
2586 if (--op->last_eat < 0)
2587 {
2588 #ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591 #else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593 #endif
2594
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2600 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--;
2603 }
2604
2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 {
2607 object *tmp, *flesh = 0;
2608
2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0);
2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break;
2619 }
2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2625 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead.
2627 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0);
2632 }
2633 }
2634
2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2636 op->stats.food++, op->stats.hp--;
2637
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op);
2640 }
2641 }
2642
2643 /* If the player should die (lack of hp, food, etc), we call this.
2644 * op is the player in jeopardy. If the player can not be saved (not
2645 * permadeath, no lifesave), this will take care of removing the player
2646 * file.
2647 */
2648 void
2649 kill_player (object *op)
2650 {
2651 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again;
2663 archetype *at;
2664 object *tmp;
2665
2666 if (save_life (op))
2667 return;
2668
2669
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV
2673 */
2674 if (op_on_battleground (op, &x, &y))
2675 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698
2699 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 {
2702 sprintf (buf, "%s's finger", &op->name);
2703 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf;
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2709 tmp->materialname = NULL;
2710 tmp->insert_at (op, tmp);
2711 }
2712
2713 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0;
2716 return;
2717 }
2718
2719 INVOKE_PLAYER (DEATH, op->contr);
2720
2721 command_kill_pets (op, 0);
2722
2723 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732
2733 /* save the map location for corpse, gravestone */
2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2737
2738 /* NOT_PERMADEATH code. This basically brings the character back to
2739 * life if they are dead - it takes some exp and a random stat.
2740 * See the config.h file for a little more in depth detail about this.
2741 */
2742
2743 /* Basically two ways to go - remove a stat permanently, or just
2744 * make it depletion. This bunch of code deals with that aspect
2745 * of death.
2746 */
2747 #ifndef COZY_SERVER
2748 if (settings.balanced_stat_loss)
2749 {
2750 /* If stat loss is permanent, lose one stat only. */
2751 /* Lower level chars don't lose as many stats because they suffer
2752 more if they do. */
2753 /* Higher level characters can afford things such as potions of
2754 restoration, or better, stat potions. So we slug them that
2755 little bit harder. */
2756 /* GD */
2757 if (settings.stat_loss_on_death)
2758 num_stats_lose = 1;
2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2765 lost_a_stat = 0;
2766
2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2769 i = RANDOM () % NUM_STATS;
2770
2771 if (settings.stat_loss_on_death)
2772 {
2773 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost.
2775 */
2776 change_attr_value (&(op->stats), i, -1);
2777 check_stat_bounds (&(op->stats));
2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2779 check_stat_bounds (&(op->contr->orig_stats));
2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
2794 }
2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
2845 }
2846 }
2847 }
2848 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat)
2850 {
2851 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */
2853 const char *god = determine_god (op);
2854
2855 if (god && (strcmp (god, "none")))
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 }
2860 #else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2862 #endif
2863
2864 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone.
2866 */
2867 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name);
2869 tmp->name = buf;
2870 sprintf (buf, "%s's gravestones", &op->name);
2871 tmp->name_pl = buf;
2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2876
2877 /**************************************/
2878 /* */
2879 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */
2883 /**************************************/
2884
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913
2914 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back
2917 * in the map.
2918 */
2919
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922
2923 /****************************************/
2924 /* */
2925 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */
2927 /* */
2928 /****************************************/
2929
2930 enter_player_savebed (op);
2931
2932 op->contr->braced = 0;
2933
2934 /* it is possible that the player has blown something up
2935 * at his savebed location, and that can have long lasting
2936 * spell effects. So first see if there is a spell effect
2937 * on the space that might harm the player.
2938 */
2939 will_kill_again = 0;
2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2941 if (tmp->type == SPELL_EFFECT)
2942 will_kill_again |= tmp->attacktype;
2943
2944 if (will_kill_again)
2945 {
2946 object *force;
2947 int at;
2948
2949 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1;
2952 force->speed_left = -5.0;
2953 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100;
2957
2958 insert_ob_in_ob (force, op);
2959 op->update_stats ();
2960
2961 }
2962
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964 }
2965
2966 void
2967 loot_object (object *op)
2968 { /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next;
2970
2971 if (op->container)
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973
2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
2976 next = tmp->below;
2977
2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y;
2983 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */
2985 loot_object (tmp);
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 {
2989 if (tmp->nrof > 1)
2990 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 }
2995 else
2996 tmp->destroy ();
2997 }
2998 else
2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3000 }
3001 }
3002
3003 /*
3004 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed.
3007 */
3008
3009 void
3010 fix_weight (void)
3011 {
3012 for_all_players (pl)
3013 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3016 if (old == sum)
3017 continue;
3018 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3020 }
3021 }
3022
3023 void
3024 fix_luck (void)
3025 {
3026 for_all_players (pl)
3027 if (!pl->ob->contr->ns->state)
3028 pl->ob->change_luck (0);
3029 }
3030
3031 /* cast_dust() - handles op throwing objects of type 'DUST'.
3032 * This is much simpler in the new spell code - we basically
3033 * just treat this as any other spell casting object.
3034 */
3035 void
3036 cast_dust (object *op, object *throw_ob, int dir)
3037 {
3038 object *skop, *spob;
3039
3040 skop = find_skill_by_name (op, throw_ob->skill);
3041
3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 return;
3047 }
3048
3049 spob = throw_ob->inv;
3050
3051 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3052 // not pass NULL to cast_spell (which did indeed check itself, but
3053 // errors should be reported as early as possible IMHO)
3054 if (!spob)
3055 {
3056 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3057 return;
3058 }
3059
3060 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062
3063 cast_spell (op, throw_ob, dir, spob, NULL);
3064
3065 throw_ob->destroy ();
3066 }
3067
3068 void
3069 make_visible (object *op)
3070 {
3071 op->hide = 0;
3072 op->invisible = 0;
3073 if (op->type == PLAYER)
3074 {
3075 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0;
3077 }
3078 update_object (op, UP_OBJ_FACE);
3079 }
3080
3081 int
3082 is_true_undead (object *op)
3083 {
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3088
3089 return 0;
3090 }
3091
3092 /* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels
3094 * indicate greater hideability.
3095 */
3096
3097 int
3098 hideability (object *ob)
3099 {
3100 int i, level = 0, mflag;
3101 sint16 x, y;
3102
3103 if (!ob || !ob->map)
3104 return 0;
3105
3106 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2;
3108
3109 /* this also picks up whether the object is glowing.
3110 * If you carry a light on a non-dark map, its not
3111 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3114
3115 /* scan through all nearby squares for terrain to hide in */
3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2;
3125 else /* open terrain! */
3126 level -= 1;
3127 }
3128
3129 #if 0
3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3131 #endif
3132 return level;
3133 }
3134
3135 /* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */
3140
3141 void
3142 do_hidden_move (object *op)
3143 {
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3145 object *skop;
3146
3147 if (!op || !op->map)
3148 return;
3149
3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3151
3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3153 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level)
3155 {
3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3157 make_visible (op);
3158 return;
3159 }
3160 else
3161 num += 20;
3162
3163 num += op->map->difficulty;
3164 hide = hideability (op); /* modify by terrain hidden level */
3165 num -= hide;
3166
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3169 make_visible (op);
3170 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 }
3173 else if (op->type == PLAYER && skop)
3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176
3177 /* determine if who is standing near a hostile creature. */
3178
3179 int
3180 stand_near_hostile (object *who)
3181 {
3182 object *tmp = NULL;
3183 int i, friendly = 0, player = 0, mflags;
3184 maptile *m;
3185 sint16 x, y;
3186
3187 if (!who)
3188 return 0;
3189
3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3195
3196 /* search adjacent squares */
3197 for (i = 1; i < 9; i++)
3198 {
3199 x = who->x + freearr_x[i];
3200 y = who->y + freearr_y[i];
3201 m = who->map;
3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3203 /* space must be blocked if there is a monster. If not
3204 * blocked, don't need to check this space.
3205 */
3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3209 continue;
3210
3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3214 return 1;
3215 else if (tmp->type == PLAYER)
3216 {
3217 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3219 return 1;
3220 }
3221 }
3222 }
3223 return 0;
3224 }
3225
3226 /* check the player los field for viewability of the
3227 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind
3233 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t.
3237 * This function is now map tiling safe.
3238 */
3239
3240 int
3241 player_can_view (object *pl, object *op)
3242 {
3243 rv_vector rv;
3244 int dx, dy;
3245
3246 if (pl->type != PLAYER)
3247 {
3248 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251
3252 if (!pl || !op)
3253 return 0;
3254
3255 op = op->head_ ();
3256
3257 get_rangevector (pl, op, &rv, 0x1);
3258
3259 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any
3261 * part that is in the los array but isnt on
3262 * a blocked los square.
3263 * we use the archetype to figure out offsets.
3264 */
3265 while (op)
3266 {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1;
3278 op = op->more;
3279 }
3280 return 0;
3281 }
3282
3283 /* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we
3287 * return 0.
3288 */
3289 int
3290 action_makes_visible (object *op)
3291 {
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3296 return 0;
3297
3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3300
3301 /* If monsters, they should become visible */
3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3305 return 1;
3306 }
3307 }
3308 return 0;
3309 }
3310
3311 /* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile,
3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3314 * -exit-coord. (and if x, y not NULL)
3315 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3316 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */
3319 int
3320 op_on_battleground (object *op, int *x, int *y)
3321 {
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3336 {
3337 /*before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3343 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3348 return 1;
3349 }
3350 }
3351 }
3352 if (x != NULL && y != NULL)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3354 return 1;
3355 }
3356 }
3357 }
3358 /* If we got here, did not find a battleground */
3359 return 0;
3360 }
3361
3362 /*
3363 * When a dragon-player gains a new stage of evolution,
3364 * he gets some treasure
3365 *
3366 * attributes:
3367 * object *who the dragon player
3368 * int atnr the attack-number of the ability focus
3369 * int level ability level
3370 */
3371 void
3372 dragon_ability_gain (object *who, int atnr, int level)
3373 {
3374 treasurelist *trlist = NULL; /* treasurelist */
3375 treasure *tr; /* treasure */
3376 object *tmp, *skop; /* tmp. object */
3377 object *item; /* treasure object */
3378 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0;
3380
3381 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire");
3384 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold");
3386 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec");
3388 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison");
3390
3391 if (trlist == NULL || who->type != PLAYER)
3392 return;
3393
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3395
3396 if (!tr || !tr->item)
3397 {
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return;
3400 }
3401
3402 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone);
3404
3405 if (item->type == SPELL)
3406 {
3407 if (check_spell_known (who, item->name))
3408 return;
3409
3410 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3411 do_learn_spell (who, item, 0);
3412 return;
3413 }
3414
3415 /* grant direct spell */
3416 if (item->type == SPELLBOOK)
3417 {
3418 if (!item->inv)
3419 {
3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3421 return;
3422 }
3423 if (check_spell_known (who, item->inv->name))
3424 return;
3425 if (item->invisible)
3426 {
3427 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3428 do_learn_spell (who, item->inv, 0);
3429 return;
3430 }
3431 }
3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3434 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3435 {
3436
3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3438 * in this way, if the player is missing any of the attacktypes, he gets
3439 * them. As it is now, if the player has any that match the granted skill,
3440 * but not all of them, he gets nothing.
3441 */
3442 if (!(skop->attacktype & item->attacktype))
3443 {
3444 /* Give new attacktype */
3445 skop->attacktype |= item->attacktype;
3446
3447 /* always add physical if there's none */
3448 skop->attacktype |= AT_PHYSICAL;
3449
3450 if (item->msg != NULL)
3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3452
3453 /* Give player new face */
3454 if (item->animation_id)
3455 {
3456 who->face = skop->face;
3457 who->animation_id = item->animation_id;
3458 who->anim_speed = item->anim_speed;
3459 who->last_anim = 0;
3460 who->state = 0;
3461 animate_object (who, who->direction);
3462 }
3463 }
3464 }
3465 }
3466 else if (item->type == FORCE)
3467 {
3468 /* forces in the treasurelist can alter the player's stats */
3469 object *skin;
3470
3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3476 if (!skin)
3477 return;
3478
3479 /* adding new spellpath attunements */
3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3483
3484 /* print message */
3485 sprintf (buf, "You feel attuned to ");
3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3487 {
3488 if (item->path_attuned & (1 << i))
3489 {
3490 if (j)
3491 strcat (buf, " and ");
3492 else
3493 j = 1;
3494 strcat (buf, spellpathnames[i]);
3495 }
3496 }
3497 strcat (buf, ".");
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3499 }
3500
3501 /* evtl. adding flags: */
3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3503 SET_FLAG (skin, FLAG_XRAYS);
3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3505 SET_FLAG (skin, FLAG_STEALTH);
3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3508
3509 /* print message if there is one */
3510 if (item->msg != NULL)
3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 }
3513 else
3514 {
3515 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item);
3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3518 tmp = insert_ob_in_ob (tmp, who);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 }
3522 }
3523
3524 /**
3525 * Unready an object for a player. This function does nothing if the object was
3526 * not readied.
3527 */
3528 void
3529 player_unready_range_ob (player *pl, object *ob)
3530 {
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3532 if (pl->ranges[i] == ob)
3533 {
3534 pl->ranges[i] = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538 }